Introduction

Duo to lack of time, i often delay fully reflecting changes in my build thought out the entire guide. This color map will help you better determine which parts are yet to be updated

Color legend

RenovatedSlightly outdatedCompletely off

Introduction

Champion summary

Spells & Runes

Skills Explanation

Items Explanation

Playstyle & Jungling

Words by the author

Hello Evelynn lovers, mains and players who are only checking her! My nickname is Sylvant and ive been playing League for few years. Shortly since this adventure began, i fell in love with Evelynn. Ive always enjoyed to play less common characters and paths and Eve had that potential. She was unique and versatile. Many would get harm of playing her and many would despise you for doing so. But if you managed to overlook them and reveal the champion true potential, she rewards you greatly in return.
Evelynn has gone through many changes and even reincarnations. She(and we, the players) experienced a lot of nerfs and rough times. She has been played on mid, but mostly established in the jungle. Beside AP, she could be played AD and hybrid with various off builds. She could behave as an assassin, mage, a bruiser, or even a tank, but her main weapons always remain ambush and deception.
After fooling around for a long time, i decided its time to let go of her fun builds, take a step forward and climb with her in ranked. Ive acquired a vast experience and general knowledge about the game mechanics, which ill submit in this guide and offer you the best ways of playing her as well as additional options and less common strategies. Most importantly, ill explain the logic behind different choices, and provoke you, the reader, to acquire the ability to choose on your own.

champion rework summary

Champion rework summary

Its been an year since Eve has been touched and her second and full rework is finally here! The waiting was long, but i dare to say it was worth it. She has been largely changed in certain departments, but cleverly preserved and developed in others.
I must admit, i was pleasantly surprised by Riots designers and their ability to maintain many Eve features yet stick to their pattern of molding champions in the current meta. Yes, unlike before, her abilities now consists of many components and allow for variety of plays and decisions. Her combo "simplicity" was part of her identity for a very long time and attraction for many players(including myself), but did not correspond with Leagues direction.
My worst regret is to loose her hybrid nature, namely her AD scaling, but ive been preparing mentally for this moment. Hybrid aspect of the game has been diminishing for a long time and you could see it in many champion updates, like GP, WW, Aatrox. Only worse thing could be loosing her stealth, or see it guttered to the ground and luckily(for Riot!) this didnt happen.
To compensate, many other features have been preserved, which Eve's players have been defending for so long. Her Q is no more an outdated spam button, but with a lot more modern mechanics, which still allows you to experience the old feeling. Unfortunately it comes with a skill-shot complication, but you cant go without a downside. We still see on-hit scaling. Percentage damage based on health is there. Team fight viability too, without turning her into bruiser and running too far from the assassin concept. A breath of fresh air are the new mobility features and hard CC, altho with tangible drawbacks. And yes, she lost her op slow counter.
A noticeable change is her stealth no longer starts from the beginning of the game, but past level 6. The first thought anyone would have is its a big nerf. But think more carefully. Isnt that the main mechanic which have been a thorn in Riots side and the main factor for all other Evelynn offsets. Its no longer a reason to have that weak early jungle clear and indeed, her new clear speed and sustain is sensibly better.
Her new concept is awesome. The widow-maker vamp with a girly voice was a bit incompatible, but the new mature succubus is a much more fluid. Color-wise is also better realized.
Now, its a matter of choice. Whether we can give the lost features and enjoy the new ones, or leave the champion in search for something better. I choose the first, at least for now. It was hard to move like this in heels. Will just embrace the agony.

remembering old Eve

patch notes

8.12- ally shielding nerfed among support abilities and items. Celerity, another common rune of Eve players being nerfed.

8.11- Pyke joins as the 3rd members of the stealth champs team, Evelynn welcomes you^^. Maybe this means shifted focus towards stealth issues. Critical strike as an item stat distribution has been redesigned. GA cost increased. Runic Echoes receives a buff with 20 extra AP. Ultimate Hat, one of the more common secondary runes used by Eve players is removed. Some minor readjustments to jungle exp and scuttlers.

8.10- Enchantment: Runic Echoes receives a nerf, regarding its performance towards Evelynn(MS replaced with CDR and mana). Jungle exp is changed and Rift Scuttlers redesigned. Overall its a nerf to all junglers early performance, but especially affects indirectly the ones who are already in disgrace early, like Eve. Hunter's Talisman gets buff

8.9- yet another small buff to GLP. Some adjustments to AP items. Spellbinder receives a nice buff, bringing it back to the table.

8.8- Oracle Lens trinket can now be used at level 1, while Sweeping Lens is removed. Given Eve lack stealth till level 6, its a valid choice for early gankers.

8.6- Hextech GLP-800 after wave of change in several patches, it becomes a great go to item for Eve, providing abundance of items and easily achievable powerspikes

8.4- Liandry and Morello switching stats(Similarly to Banshee and Abyssal), replacing Liandry as a valid item choice by Morello. Oblivion Orb becomes the new Haunting Guise. Introducing Spellbinder, a new well fitting item for Eve. Rabadon becomes cheaper and with better build path. Void has a small cut of ap, making it more niche. Slight E base damage increase. Impact of Elder Dragon & Baron buff increased in late game.

8.2- Whiplash damage becomes even more miserable

Start of Season 8(8.1)

CHANGELOG

16.06.2018-getting up to date with several patches

25.03.2018-shaping guide for the new season

05.11.2017- some changes in the item build order and guide coloring

26.10.2017- officially publishing a guide revision regarding the new Evelynn

14.10.2017- starting unpublished the full guide overhaul following Evelynn rework;

21.05.2017- last update before rework, related to the tank update;

Champion summary

Evelynn is plain and simple an AP assassin. Her play-style is greatly restricted and she is pretty much good in one thing- provide gank pressure and assassinate champions, especially squishy ones, but this too does not come for free and requires up to game performance. Her items pool is very limited and consist only of bunch of items. AP is the stat she benefits primarily and then, she needs magic penetration in accordance to her targets resistance. Cooldown reduction is a stat Eve can make use, but is only supplementary and should be considered as a bonus and not a factor when choosing items. The main thing you should be looking for is unique item features. Since Evelynn gameplay is dangerous, items with counterplay features like Hourglass and Banshee are often required.
Evelynn unique feature is the permanent stealth past level 6, which sets her apart of all other assassins and champions overall. She posses variety of mobility and CC tools, but they all come under conditions and are not as universal. The champion early game is slightly weak and there are certain milestones to be met, before you can do this or that.

PROS

Great roam and flank potential past level 6

Strong jungle clear and health sustain

Simple straightforward itemization

High damage potential

Multifunctional abilities

Has mobility and CC features

Great between-combats recovery

CONS

Weak pre-level 6

Medium range

Limited objectives control

Dangerous gameplay

Fight gap once she executes her initial combo

Her abilities hold drawbacks and can backfire

Pre-game customization(Spells & Runes)

&

Eve is reliable on the cookie cutter spells combo for junglers. Smite is mandatory because its required to buy jungle item and get enough exp from monsters. Flash compensate the lack of universal mobility tool

Runes Reforged

The intuitive approach to decide your runes is to pick among the keystones first. Electrocute works best in conjunction with Eve abilities and purpose and overall, Dominion is a tree with complementing the champion runes. Sudden Impact is the most remarkable, providing the so valuable penetration under specific conditions Eve meets thoroughly. On the mid bracket, Eyeball Collection seems the most fitting. The bottom bracket offers different bonuses piling up on scoring takedowns, where the out of combat MS of Relentless Hunter seems the best choice. Choosing an off tree is more tricky and often depends on playstyle and per game. I found myself switching between few setups, but finally ended up with Precision as my main choice, which was solely determined by one single rune- Coup de Grace, which offers additional assassin power to low hp targets. I use Triumph as a supplementary rune.

Skills Explanation

Ability Sequence

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

Begin the game with Hate Spike. Its Evelynn main tool of dealing with monsters. As a second ability we go with Allure, which is another great weapon vs monsters. Obviously, we leave Whiplash for last. This is also the order you should max up your abilities. The reason Hate Spike has priority is, its spammable against monsters and if you add up all its damage sources, the benefit per skill point is quite big. Allure have many parameters increased with every point, which is why i pick it second. Some would even put it before Hate Spike. Whiplash is last in line because its benefit with levels is marginal. Needless to say we level up the ultimate on every possible occasion.

Demon Shade

After being out of combat for 4 seconds, Evelynn enters Demon Shade. While in this state, she restores hp based on level, while bellow certain threshold, which is further improved by AP. Past level 6, it also grants camouflage, but since it persists only while out of combat, unlike other champs with camouflage, any damage can break the effect.

Evelynn stealth is her signature. It makes her play style unique compared to any other champ, but its also her greatest curse, because it is the reason her ability kit is so restrained.
The passive healing gives her a great out of combat recovery, which lets her reengage. Combined with the stealth effect, she can touch enemies out of guard, not expecting her to be back in shape

Hate Spike

Long range skill shot with low damage. Hitting an enemy makes it vulnerable to next 3 Evelynn attacks and lets Eve recast the ability 3 times to project line of spikes which hits all enemies in their way, dealing low damage again. The ability has reduced cooldown vs monsters. The successive casts focus takes some time to get used.

This is your main combat ability which has several important purposes. The initial skill shot is very important to aim correctly. Its the primary way to proc Allure's effect and also improves your damage. Missing it can lead to a major failure. It has a large AP scaling. The successive casts are good way to negate spell-shields like Spell Shield and Banshee's Veil, but it backfires against mechanics like Maokai passive Sap Magic, or Kassadin's Force Pulse

Allure

Wide range cast which marks the target for 5seconds. Hitting the target with Evelynn basic attack or ability applies a slow and returns the mana cost if this happens before 2,5s. If the curse last longer than 2,5s, it charms instead. If the target is champion, it shreds its magic resistance. If its a monster, the charm duration is extended and also deals significant amount of damage

Allure is an ability with very strong potential, but also very tricky to achieve. Landing it correctly, literally decides the outcome of a battle, which can turn from certain kill, to certain death. It has various uses and can be cast in different scenarios. Usually you apply it on your main target and rely on maximum burst. You could also use it for a distraction, make a fake call for your target. It can also discourage enemies preparing for engage, e.g. Lee Sin who is about to follow-cast Q, or Yasuo with full stacked Q. In case there is no time to react, or the enemy is more vulnerable, the slow is enough and waiting extra time for the full effect can be mistake.

Whiplash

Attacks the target, doing damage predominantly based on its maximum health, applying on-hit effects and providing a short burst of speed. Gaining Demon Shade resets the cooldown and empowers the ability. The empowered cast behaves like a short range dash to the target and has increased damage, which also applies on all touched enemies.

This ability improves Eve damage against tanks. Its mobility use is also of significant importance and should be taken in mind.

Last Caress

Does high damage against targets in front and blinks backwards, while becoming untargetable briefly. The damage is greatly increased against targets bellow 30% health

Just like most ultimates, this one has long cooldown and should be used wisely. Not only this, but it contains two main components, which are nearly mutually exclusive in many scenarios and often, you make use of one and take no benefit of the other, or even worse, it backfires. E.g. you might prefer to use it as escape tool, or to reach a target(otherwise out of reach to proc Allure), discarding the damage. Watch for the 30% health mark, because the damage might be disappointing.

Items Explanation

Starting Items

x3

As an ability and mana user, Hunter's Talisman is generic choice, while Hunter's Machete benefits champs reliant on auto attacks, which Eve is totally not. The remaining starting gold i spend on Health Potion's, because i dont see a reason investing in Refillable Potion and its Hunter's Potion upgrade, since you shouldnt have any problem with mana sustain while clearing the jungle. Warding Totem is used as a counter-jungle prevention or to deep ward the enemy territory. Sweeping Lens is also an option pre-level 6.
On my first shop returns, i rush boots and jungler item upgrades. I dont like The Dark Seal, because potions are not strong part of my "to use" list, there should be no mana problems and snowballing on early kills is unlikely.

Jungle Item

Stalker's Blade - Runic Echoes is undoubtedly the best go for an AP assassin, providing additional burst and mana sustain. The combination of Chilling Smite slow and mobility by Aether Wisp come of great use for new Eve in her task of reaching the enemy once Allure is in full effect. Dont forget you can cast smite without triggering Allure.

Vision & Trinkets

Purchase as early as possible and make sure you always have Control Ward on the map. I usually keep mine in the bush behind my red Brambleback, which provides safety against counter-jungle and additional protection for my team against backdoor ganks. Upgrade trinket to Farsight Alteration, which helps to ensure gank rout is not compromised by control ward or traps like Bushwhack and Yordle Snap Trap and allows to deep ward enemy monster camps. Oracle Lens is another option which counters specific threats like Jack In The Box and Noxious Trap.

Boots

Boots of Mobility help great deal in roaming and flanking, generally in making sure you can proc Allure accordingly before entering combat, but it can also backfire, if you get stuck in combat before that. Sorcerer's Shoes do not suffer from this gamble effect and offers what an assassin is about- additional damage, plus, it can offer further synergy with other sources of penetration.

Core Damage

Hextech GLP-800 is the best early rush. It offers abundance of stats and easily achievable powerspikes. Its build path contains the most efficient 2nd grade item Hextech Revolver. Duo to Eve scaling extremely well with AP, Rabadon is the ultimate item choice, but beware its expensive, which delays powerspike, so consider if game goes well, or once you established solid items kit. Lich Bane is another great damage boost, but it might be hard to fit it in a final build, considering you might want to focus on other issues like penetration and defensive utility.

Penetration

Dealing entirely magic damage and damage based on her target's health, magic penetration goes extremely well on Eve and can be mandatory, especially in late game and some scenarios. Duo to Allure magic resistance shred, it can be tricky when you went too far with penetration and other stats were more valuable. Its recommended to limit to either Sorcerer's Shoes or Oblivion Orb in early game. Later in game, when your abilities deal more damage thanks to AP and based on how much resistance the enemy has, you should consider Void Staff as the ultimate solution, or Morellonomicon against less durable enemies, which also provides additional counter healing.

Defensive Utility

Evelynn suggests dangerous play. You are often on the edge and a small mistake or simple ability can screw you greatly. Banshee's Veil and Zhonya's Hourglass both offer amazing defensive features ensuring you can execute your combo. Stats wise, the first offers some magic damage protection, while the other against physical, but thats not of great importance. Whats leading about Banshee's Veil, is the prevention against CC. Hourglass is a great counter against certain abilities like Chum the Waters and Death Mark. The stasis effect also matches the 2,5sec mark of Allure and can work in conjunction. Hourglass build path gives an early edge duo to Stopwatch.

Less viable options

I advise sticking to Protobel up until you feel comfortable to approach your target and execute your combo without the additional dash. Spellbinder seems extremely good on Eve, but has no place in the context of this build, GLP sits on the throne for an early game tool, while Lich and Rabadon fit better for follow-ups

Elixir

Elixirs are the last brick to complete your build when game takes too long. The choice is pretty much straight-forward.

Example Set

This is an example cookie cutter set, offering the tools to fulfill your role as an assassin. Sorcerer's Shoes offer early magic penetration. GLP gives early powerspikes once finished and thanks to Revolver. Hourglass is the defensive tool of choice, but can be replaced with Banshee. Rabadon and Void puts the final strokes.

Why not to use

There are handful of items which are arguably to use or not and above are few id advise to avoid. Eve no longer has AD scaling, and duo to her combo downtime Hextech Gunblade sustain and damage is no longer applicable. She lost her AS and additional on-hit scaling, which turns Nashor's Tooth less efficient too, plus CDR is not only a supplementary stat. Abyssal Mask only has one extremely good offensive feature, but its stats are far away of what the champion requires. Just a reminder Luden's Echo shares effect with Enchantment: Runic Echoes. Rylai's Crystal Scepter is quite cheap, but its signature feature is of low use for an assassin. The new Liandry's Torment is designed for AP tanks and poke mages which can maintain longer combat presence. Rod of Ages just offers a bunch of cheap stats, some not so relevant and no desirable utility. Archangel's Staff robs early game and one of its main features- mana sustain is of no use to Eve.

Playstyle & Jungling

Large part of this section is not updated yet

First clear

Evelynn has good clear potential, but is vulnerable to invades and has limited ganking capacity during early game, so play safe and grab only certain gank opportunities. During this time, her ganking pattern is similar to other junglers- announce your presence by pinging and remain in unwarded area until you pick a moment for when the enemy is initiating a trade(e.g. Riven rolling Q combo). Move from behind and mark with Allure once you have a clear perspective to reach your target in the time frame. This is the moment when you can hope your teammate will use some cc, to ensure yourse will apply afterwards.
I prefer to start the game from my bottom buff monster, where i can have a better help, unless my team is busy with other activities, then i solo Raptors. If i begin with the Blue Sentinel, i continue with Gromp(where i use Smite) and proceed with wolves and raptors. The second Smite will be up for Red Brambleback. Keep and eye out for vulnerable to gank lanes in proximity at any given time. Finish the with Krugs if the game is silent.
When i start with the Brambleback i skips some jungle camps, i.e. i only pass by raptors to leech some health via Hate Spike and Hunter's Talisman synergy, then i kill wolves, Blue Sentinel and Gromp, using Smite on either of the last two. Obviously this clear goes faster and you've left with no options, but to either check for gank, or steal camps in the enemy territory. The River Scuttler can be a good way to regain some health, plus Evelynn passive keeps her healthy. You can proc Allure earlier, when killing it, because the slow effect and mana retrieval can be compared with the CC and damage addition, taking in mind you spend over 2 seconds in preparation. Be extremely caution for invades and avoid direct fights because Eve is weak during this period.
Dont hurry to back early. A level advantage is enough to be efficient, even without fulfilling your gold and this is an advise i give for the entire game. The main method is to be at the right place, in the right time and go back only when there is not much to do on the map(usually when your team is also retreating) when you can realize a large item investment and a large power spike respectively.
The real fun starts at level 6, when you finally reach your main weapon. You actually gain two along with the ultimate. Stealth gives unique ganking ways on your disposal, so be creative and never rush an engage. You have the advantage to be able to pick the best moment, so enter when the enemy baits, wastes a cd etc.

Monsters & how to deal with them

The main tactic while killing camps consisting of multiple monsters is to position so your successive Hate Spikes hit as many targets as possible, while the initial cast should apply to the one with most hp. During early game, always use the extended Allure effect, to clear jungle camps and start the focused monster in close range, so you land the most hits while its charmed. You can also slowly kite it to a desired location, where you feel safer in case of a counter jungling. Moving between camps and waiting the Allure effect, gives enough time to exit combat state, which turns Demon Shade on, recovering some health and gaining improved Whiplash. Use the later ability, to hit multiple monster and to position comfortably in order to apply the initial Hate Spike cast on the desired monster.

Objective Control

Eve has weak objective control and is reliant on her team on taking drake, pushing or defending turrets etc. An advantage she posses is large last hit damage thanks to her Ult/Smite combo, but this takes large amount of resources and training to execute(Perfectly you want Flash to be able to approach Baron for example and then steal/retreat with ult).

Rift Herald- this monster dwells Baron Nashors location until his arrival. Its recommended to have at least 2 players to kill it. When its attacked in front, its rear is vulnerable and takes extra damage. It drops an object on kill, which can be picked by a member of the slayers team, which goes in the place of trinket button and can be cast to summon the Rift Herald itself, which can serve as a powerful siege monster.Baron Nashor- this is the strongest monster on the Summoner's Rift and spawns when the game takes too long. On kill it provides a team buff which grants bonus to AD, AP, aura which boosts lane minions and a faster Enhanced Recall.

Dragons

One of four Elemental Dragons will spawn every six minutes if no Dragon is alive, until the 35th minute when an elder Dragon spawns. Killing a dragon gives a permanent buff to the slayer's team, providing bonus depending on the dragon type. Only four elemental dragons can spawn per match. The type of dragon is visible on minimap and by the glowing runes inside its pit.

Mountain Drake -increases damage to turret and epic monsters.

Infernal Drake Provides bonus to AD and AP.

Cloud Drake Provides extra out of combat movement speed.

Ocean Drake Restores missing health and mana while out of combat

Elder Dragon Grants a powerful burn-over-time on spells and attacks as well as increasing the strength of other elemental drake buffs.

Plants

Those small vines are situated all over the jungle, including the river. Using a single basic attack will destroy them, providing a benefit. There are 3 types of plants, each one having a different spawn area and benefit.

Blast Cone- Knocks everyone in its parameter when destroyed, the direction depends on the knocked target position relative to the plant. It spawns behind the Drake pit, between the Sentinel and wolves and close to the team bases on their Brambleback side. It can be used to speed up traveling between camps, but its most useful to escape chase, or quickly leave enemy jungle when countering. The last is a big plus to Eve, which naturally lacks that option unlike other junglers.

Scryer's Bloom- when destroyed, releases a large cloud in the pointed direction, which gives vision for a short and reveals champions and wards. Its very useful to check enemy jungle location, or for possible wards and traps(im speaking about you Teemo). They spawn near jungle exits and can be used to scout Drake and Baron too.

Honeyfruit- after being destroyed, it drops few fruits. Each fruit can be picked to replenish a portion of health and mana, but also applies a short slow. The Honeyfruits spawn about the river. Besides used to regenerate, they could be used as a slow field to partly slow enemies reaching you when doing drake or simply running away.

Gameplay

Jungling is the most distinctive role in the game. Its the most independent, most requiring and the most impactful, which means its the most responsible, so when playing it, know you put great responsibility on your shoulders. Evelynn is greatly restricted towards gameplay champion. She is mainly good in assassinating and providing gank pressure and even this comes with a delay, because it happens once you reach stealth and requires items. She has weak early game and is vulnerable to invades. This is when you should be extremely careful and play it safe. Its very important to learn to distinguish her powerspike and know when you can do something. The first major and obvious powerspike is when you hit level 6. Its a double prize, because passive gives stealth and ofc, you gain ultimate. Following powerspikes are harder to recognize and this happens only with experience. Such milestones in the game are when you can assassinate a champion without charming, or without your ultimate out and within harder conditions. This is related to how fed you are compared to the enemy. Evelynn is particularly strong past level 6 while the game is still in laning phase and you can abuse her gank potential. Once players start to group, you are entirely reliant on your team for winning turrets and other objectives. Your solo potential is to punish enemies who dont play with their team. Beside that, you should anticipate team fights.Punish imprudent and arrogant enemies. Often, their arrogance is the only thing that allows them to win and is also what makes them so vulnerable to demise, but its not always a bright idea to try and help a loosing lane. Dont take it as your duty to help everyone at all cost. To win, you must stay relevant. Sometimes there are bad players, or bad champions, where you cant help. When a lane is loosing and the enemy is fed, it can take great amount of resources(time, spells, cds) to intervene with low chance for success. You might end up with two players behind, including yourself, facing even more fed enemy. Prioritize sure objectives, where you can earn more with less effort. This is how you can carry a teammate whos behind. Ensure your own lead first. If a teammate earns a kill of your successful gank, dont hesitate to tax some CS. If a turret is unprotected and you have the chance to leech some gold and exp, use it. Use when the enemy is vulnerable. Consult with your team and join them when the enemy is out of Flash, ultimate or other important abilities. After successful gank, abuse the enemy weakness and push for turret, or force a more important objective like Drake or turret. Remember Evelynn is very dependent on her team for such objectives and you gotta make sure you have their support. Certain champions dont need much help and can provide almost certain gank success, such can be assassins like Fizz, Zed and Ahri, or champs with strong CC like Mao'kai, Riven and Pantheon and others like Rumble, Darius etc. If you have such champion in your team, make sure you abuse his power.Follow the movement of the enemy jungler. Take his part of the jungle when he is on the other side of the map, or even initiate Drake, or Herald with your team. You could also set up a trap and counter-gank.
Be sure to provide good vision on the map. Eve on its own works similar to a moving ward. Have control ward to secure an area. Use pings to communicate with your team.The best tactic during team fights is to flank the enemy and either quickly kill someone, if you are fed enough, or wait for the fight to start, before you attack while they are vulnerable. This being said, its always nice to go in after the enemy has used some bullets and are less likely to pull a counter card. When things look really grim, you can use a peel strategy. Basically you want to stay among your team back-line, mark avant-garde enemies with Allure(when you feel they are about to make a move) and peel for your carries. Keep an eye out if enemy carries become too aggressive to come in your range and use your long cds wise.The good jungler is the one that knows what is going on or about to happen on the map and can estimate where he is most needed and can be most productive. Escape from patterns(e.g. taking your buff monsters on spawn, gank lane because they loose, fight with someoene who invades you, clear your camps in a perfect line etc), because that can obscure your vision and you can miss a more important event. The most important thing is to not tilt. Dont loose temper if your team is flaming(often groundless), or the enemy is invading you. Know your potential and avoid fight when you cant. Its your own fault if you fall for a taunt. When you gain sight on the real matters, thats when things will line up for you. Only in the beginning of your jungling experience, is when you should stick and learn healthy patterns. Past that, its time to learn to improvise. At the end, remember you are just a human and as much as you try to make the best call, you still can end up pulling the short stick, dont get disappointed, success favors the bold.

Attack Damage and Ability Power

Evelynn have good scaling with both AD and AP. AP makes better impact on her abilities while AD strengthens her basic attacks. Investing in AP will increase her range and poke ability, while AD will help trading against other melee champs and while clearing jungle camps.

Penetration

Evelynn's damage is a mixture of magic and physical and it takes both armor and resistance for the enemy to reduce it, which makes his task harder. Unfortunately this also works in the opposite direction and since there are only items penetrating either armor or resistance, they will increase her damage only partially. There are only few sources of hybrid penetration, but they have often drawbacks compared to other options. Penetration can become an important stat in case you amplify a certain damage type, especially with AP build the magic damage output can becomes really high and items like Lich Bane, Echoes and Hextechs are available. This is less true for AD builds, because magic damage still represents a large amount.

Attack Speed

Ravage provides Evelynn with AS steroid, which makes purchasing additional AS less attractive. It also complements stats which scale with AS, such as on-hit effects and AD. Unfortunately most on-hit items come paired with AS, which is a drawback, when there are more needed stats. You should also keep in mind strengthening your basic attacks suggests you have a great ability to stick to your target. There is attack speed cap(~240% bonus as for lvl 18 Eve) and anything over it goes wasted. Ravage on max level gives 120%, which leaves us with a soft cap of about 120% AS. Having Trinity Force and Blade of the Ruined King for example, could place us just on the border, considering other sources of AS that could come from our team, like Warwick's Hunters Call, or Ardent Censer.

Mobility

One of Evelynn weapons is the ability to roam unseen and mobility can help her to abuse it. As close range champ, move speed is especially important to reach her target. Dark Frenzy scales with flat bonus move speed which is generally coming from boots, but there are other sources like Dead Man's Plate, Phage, Edge of Night and certain masteries.

Armor, Resistance and Health

Durability is especially important for Eve, as a close range champ, since she is forces to enter in the heart of the battle. She also lacks hard CC, or dash tools, which makes for a dangerous play. The large shield provided from Agony's Embrace, makes armor and resistance slightly more valued, while health is generally a cheap stats that comes within many of her most desired items.

Cooldown

Cooldown is pretty much the all around stat which boosts Eve abilities disregarding if she is played as AP or AD, especially if you stack large amount of them, its essential to have. Being able to out-sustain the enemy in longer battles also suggests making better use of CDR, as it can mean casting twice medium CD skills like Ravage and landing few extra Hate Spike, which receives a steady DPS increase from CDR. Dark Frenzy has built in mechanics to refresh its cd, if timed well, you can counter every slow and keep it up through an entire battle, regardless of CDR amount and another passive which makes it scale twice of cdr, since other spells reduce its cd.

Here is a table which portrays how different stats affect your abilities

Skill///Rune

AD

AP

M.Pen

Ar.Pen

CDR

Basic Attack

V

x

x

V

x

V

V

x

V

x

V

x

V

V

x

V

tank update- patch 7.9

Tank Update

- patch 7.9

This patch really hurt Evelynn and put the meta way of playing her AP in a very bad condition. My main concern- Adaptive Helm- another cheap magic damage prevention item. According Riot, its purpose was to help tanks which struggled against battle mages kite, but in the process it also affects champions which dont have advantage such is Eve. The passive greatly reduce her Hate Spike damage as well as other magic effects such as Nashor on-hit and Liandry DoT, making it very hard to itemize against tanks. Gargoyle Stoneplate- a very cheap defensive item which greatly raises defenses in team fights and has an additional "use" ability to gain health, but decreasing damage for a short duration. Its meant for tanks which stack more health, can deprive of their damage capability for a short duration and wouldnt suffer greatly in 1 on 1 situation where the item gives less stats.
Overall defensive items are being tuned up, to give more of what they are meant to and be less universal. E.g. armor/hp items like Omen get more armor and less health and resistance items like Visage more resistance respectively. This makes it less productive for ADCs or fighter champs like Eve, which could become highly durable even against magic damage by purchasing a physical mitigation item like Omen, but keeps its purpose for defensive playstyle, which would eventually use both armor and magic resistance item. In similar style, Sterak's Gage now scales extremely of bonus health, which makes it quite inefficient for champs which dont stack this stat.
Among the other changes to items which are related to Eve role is Cinderhulk, which is now more pushed in the monster damaging direction. There is an interesting swap of roles between Banshee and Abyssal, which keep their defining passives but change stats and genuinely changes their purpose, meanwhile covers some gaps in the itemization. Now Abyssal truly becomes an offensive choice for tanks, while Banshee gives that pre-combat defensive mechanism AP mages had missing. At the same time, it doesnt deprive neither parties of what the items offered before- offensive magic damage mitigation item for APC's, or the unique defensive feature for other roles, which are now taken by new items like Edge. Guardian Angel is now a preserve choice for offensive AD champs like ADC's and assassins and can be a big problem for Eve. Blade of the Ruined King becomes more expensive as it turned out to be very efficient after its recent updates. Death's Dance now gives more of what it used to give. Many of the critical damage items became cheaper, which makes it more mandatory to take a prevention item when playing bruiser. Armor penetration items are slightly nerfed.
Support items have a small tune up and some curious quests added.Rift Herald- the monster has now become even a more important objective and quite dangerous siege weapon not to be overlooked. Her unique kill tactics are preserved and even improved, where the key is attack speed and have someone attack her from behind.Magic resistance per level- now even squishy champs who previously gained no extra resistance per level would get some. The amount is minor, but it still is an issue for Evelynn players.

Rundown of preseason

Patch 6.22

The highlight of preseason start was the assassin update. Unfortunately Evelynn was left behind(as usual), with the reservation that she is awaiting a major VGU update, maybe next year, whatever that mean and this is also the reason she isnt getting any skins. How comfortable. But the main focus for Eve players is the stealth rework, which now comes in two categories: invisibility and camouflage. The first being the ultimate stealth, which makes you totally unseen, even for any ward and only revealed by turrets. In this category fall the most stealth champs, such as Kha, Teemo, Talon, Akali, etc. The second category- camouflage is pretty much how Evelynn stealth worked all this time, however there is one key difference, being damaged wont remove your stealth, but only reveal for a moment. Under this tag was placed only Evelynn, Rengar and Twitch, unfortunately only the later two received additional changes and buffs. Consequently pink vision ward was removed and Control Ward put on its place. This new ward wont reveal "invisible" champions, but still works against "camouflage". In addition it uncovers and disables regular wards. Other than that, it behaves as the old vision ward, with 75g price, 4-hit health bar and being visible.
The innovation in the items department was Lethality, stat very similar to flat armor penetration, which replaces it. Lethality is designed to adjust better as the game goes, weaker early game, but scaling with late game. It still has the old flat armor penetration features, such as being stronger versus low armor targets, weaker vs highly armored respectively, possibly becoming op when stacked and in combination with percentage armor penetration. Lethality is designed as an ultimately assassin stat, in response to the outrage against ADC's and other champions building flat armor penetration. You can see this on the few items offering lethality- Youmuu's Ghostblade, Duskblade of Draktharr and Edge of Night. Duskblade is extremely good for champions which can stack lethality and proc the passive additional times during combat(obviously assassins with invisibility). Among items which are of more interest for Eve, who got changed are Maw of Malmortius, Abyssal Mask and Hextech Protobelt-01. Maw has its penetration replaced with CDR, which makes it once again a perfect pick for Eve. Abyssal had its penetration replaced with magic damage debuff aura. This is a nerf sorta, since it deprive players from stacking flat magic penetration. Its strange seing at the same time riot buffs stacking armor penetration. Protobelt also got nerfed, which is the real letdown, since it is such a key component for AP Eve. Its build item Hextech Revolver also has its passive damage reduced. GRRrRr!!! There were major changes among the support items, but i wont fell in details here.
In the masteries department, its important to note that Strength of Ages got removed. It was truly in handy when playing more defensive type of Eve. On its place is a new keystone called Courage of the Colossus . In my eyes this keystone is super overpowered(i even spelled this word without abbreviation!). The shield scales just as Evelynn ult, even better on high HP tanks and its on a 30s cooldown...Idk what were Riot thinking and for how long they will keep it that way... Fervor of Battle received a nice change however. It now offers a large bonus AD, but it takes a whole 10 stacks, which can be reached faster via melee attacks. This pushes back ADC's, assassins, on-hit users and other previous champions entitled to this keystone and it favors extremely fighter type champions. Basically champs who dont rely on burst and can survive and earn a win via a longer battle, which can let them stack the AD and put it to maximum use. Another similar in its intent new mastery is Battle Trance , which doesnt hold the drawbacks of its tier buddies Bounty Hunter and Double Edged Sword . The later two got slight adjustments. Other new masteries are Fresh Blood , which offers some extra damage in the early game and Greenfather's Gift in the cunning tree, which offers a more solid source of damage and can also be used against monsters. Resolve tree also got additional defensive improvements in the form of Siegemaster and Fearless .
Last, but not least is my summary on the jungle changes. Monster camps got their respawn timers up, but in return reward more gold and exp. This allows for a better control and more time for ganks. The starting spawn time also got messed and the smite buffs removed, which suggests different clear paths, but more on this in the appropriate section. Smite now ultimately heals you when smiting monsters, but its recharge time is slightly up. Blue and Red golems got their adds removed. This seems like an indirect nerf to Runic Echo and similar aoe effects and their need in the jungle. At the same time the use of auto attacks is more favored against single monsters. If you followed carefully the changes so far(including AP items nerf, certain items and masteries buffs etc.) you might have already noticed that AD builds emerges as a better pick, while AP looses its strength. Riot played with Blue and Red golems armor and resistance, in order to make Blue sentinel vulnerable to magic damage and resistant to physical while Red brambleback the reverse. Krugs are now more annoying, since they split into extra adds when killed. Raptors got their numbers sensibly increased, which makes them even better for regaining health via Hunter's Talisman and Hate Spike. And finally, there are the new plants situated about the jungle and the river, they can be destroyed to gain different benefits. The Scryer's Bloom sends a gust of pollen in a cone, which reveals champions, wards and even hidden units and traps for a short duration. It spawns on jungle exits. Works really nice to check the river before ganking Teemo. The Blast Cone spawns in certain jungle locations and triggers a knockback effect. You can safely leave after invading the enemy jungle by using it. The Honeyfruit can only be seen in the river. It drops several healing fruits, but beware that they slow for a short duration when eaten.

OLD CHANGELOG

21.05.2017- applying changes according the tank update;

25.03.2017- reflecting the recent patch changes in the patch notes; some minor changes around the guide; adding the new Archive section

02.03.2017- continuing progress with update #2

18.02.2017- initiating update #2, which will establish AP as the core approach to play Evelynn